////////////////////////////////////////////////////////
//  File			:	"CSGD_Direct3D.h"
//
//  Author			:	Jensen Rivera (JR)
//
//  Date Created	:	5/25/2006
//
//  Purpose			:	Wrapper class for Direct3D.
////////////////////////////////////////////////////////

/* 
Disclaimer:
This source code was developed for and is the property of:

(c) Full Sail University Game Development Curriculum 2008-2011 and
(c) Full Sail Real World Education Game Design & Development Curriculum 2000-2008

Full Sail students may not redistribute or make this code public, 
but may use it in their own personal projects.
*/

#pragma once

// The include files for Direct3D9
#include <d3d9.h>
#include <d3dx9.h>

// The library files for Direct3D9
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment (lib, "dxguid.lib")

//	For macros
#include "SGD_Util.h" // for SAFE_RELEASE and DXERROR

class CSGD_Direct3D
{
	private:
		// The Direct3D object.
		LPDIRECT3D9					m_lpDirect3DObject;

		// The Direct3D Device.
		LPDIRECT3DDEVICE9			m_lpDirect3DDevice;

		// The Direct3DX Sprite Interface.
		LPD3DXSPRITE				m_lpSprite;

		// The Direct3DX Font Interface.
		LPD3DXFONT					m_lpFont;

		// The Direct3DX Line Interface
		LPD3DXLINE					m_lpLine;

		// The presentation parameters of the device.
		D3DPRESENT_PARAMETERS		m_PresentParams;

		// The handle to the window Direct3D is initialized in.
		HWND						m_hWnd;

		// The single static object of this class.
		static CSGD_Direct3D		m_Instance;

	private:
		///////////////////////////////////////////////////////////////////
		//	Function:	"CSGD_Direct3D(Constructor)"
		///////////////////////////////////////////////////////////////////
		CSGD_Direct3D(void);
		CSGD_Direct3D(CSGD_Direct3D &ref);
		CSGD_Direct3D &operator=(CSGD_Direct3D &ref);

	public:
		///////////////////////////////////////////////////////////////////
		//	Function:	"~CSGD_Direct3D(Destructor)"
		///////////////////////////////////////////////////////////////////		
		~CSGD_Direct3D(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"GetInstance"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		An instance to this class.
		//
		//	Purpose:	Returns an instance to this class.
		///////////////////////////////////////////////////////////////////
		static CSGD_Direct3D* GetInstance(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"CSGD_Direct3D(Accessors)"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		A pointer to a data member in this class.
		//
		//	Purpose:	Accesses data members in this class.
		///////////////////////////////////////////////////////////////////
		LPDIRECT3D9					GetDirect3DObject(void);
		LPDIRECT3DDEVICE9			GetDirect3DDevice(void);
		LPD3DXSPRITE				GetSprite(void);
		LPD3DXLINE					GetLine(void);
		const D3DPRESENT_PARAMETERS*GetPresentParams(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"InitDirect3D"
		//
		//	Last Modified:		10/29/2008
		//
		//	Input:		hWnd			A handle to the window to initialize
		//								Direct3D in.
		//				nScreenWidth	The width to initialize the device into.
		//				nScreenHeight	The height to initialize the device into.
		//				bIsWindowed		The screen mode to initialize the device into.
		//				bVsync			true to put the device into vsynced display mode.
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Initializes Direct3D9.
		///////////////////////////////////////////////////////////////////
		bool InitDirect3D(HWND hWnd, int nScreenWidth, int nScreenHeight, bool bIsWindowed = true, bool bVsync = true);

		///////////////////////////////////////////////////////////////////
		//	Function:	"ShutdownDirect3D"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		void
		//
		//	Purpose:	Shuts down Direct3D9.
		///////////////////////////////////////////////////////////////////
		void ShutdownDirect3D(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"Clear"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		ucRed		The amount of red to clear the screen with (0-255).
		//				ucGreen		The amount of green to clear the screen with (0-255).
		//				ucBlue		The amount of blue to clear the screen with (0-255).
		//
		//	Return:		void
		//
		//	Purpose:	Clears the screen to a given color.
		///////////////////////////////////////////////////////////////////
		void Clear(unsigned char ucRed = 0, unsigned char ucGreen = 0, unsigned char ucBlue = 0);

		///////////////////////////////////////////////////////////////////
		//	Function:	"DeviceBegin"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Begins the device for rendering.
		///////////////////////////////////////////////////////////////////
		bool DeviceBegin(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"SpriteBegin"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Begins the sprite for rendering.
		///////////////////////////////////////////////////////////////////
		bool SpriteBegin(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"LineBegin"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Begins the line for rendering.
		///////////////////////////////////////////////////////////////////
		bool LineBegin(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"DeviceEnd"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Ends the device for rendering.
		///////////////////////////////////////////////////////////////////
		bool DeviceEnd(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"SpriteEnd"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Ends the sprite for rendering.
		///////////////////////////////////////////////////////////////////
		bool SpriteEnd(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"LineEnd"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		true if successful.
		//
		//	Purpose:	Ends the line for rendering.
		///////////////////////////////////////////////////////////////////
		bool LineEnd(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"Present"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		void
		//
		//	Return:		void
		//
		//	Purpose:	Renders your back buffer to the screen.
		///////////////////////////////////////////////////////////////////
		void Present(void);

		///////////////////////////////////////////////////////////////////
		//	Function:	"ChangeDisplayParam"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		nWidth		The width to change the device to.
		//				nHeight		The height to change the device to.
		//				bWindowed	The mode to put the window in.
		//
		//	Return:		void
		//
		//	Purpose:	Changes the display parameters of the device.
		///////////////////////////////////////////////////////////////////
		void ChangeDisplayParam(int nWidth, int nHeight, bool bWindowed);

		///////////////////////////////////////////////////////////////////
		//	Function:	"DrawRect"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		rRt		The region of the screen to fill.
		//				ucRed	The amount of red to fill that region with (0-255).
		//				ucGreen	The amount of green to fill that region with (0-255).
		//				ucBlue	The amount of blue to fill that region with (0-255).
		//
		//	Return:		void
		//
		//	Purpose:	Draws a rectangle of a given color to the screen.
		///////////////////////////////////////////////////////////////////
		void DrawRect(RECT rRt, unsigned char ucRed, unsigned char ucGreen, unsigned char ucBlue);

		///////////////////////////////////////////////////////////////////
		//	Function:	"DrawLine"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		nX1		The starting x of the line.
		//				nY1		The starting y of the line.
		//				nX2		The ending x of the line.
		//				nY2		The ending y of the line.
		//				ucRed	The amount of red to draw the line with (0-255).
		//				ucGreen	The amount of green to draw the line with (0-255).
		//				ucBlue	The amount of blue to draw the line with (0-255).
		//
		//	Return:		void
		//
		//	Purpose:	Draws a rectangle of a given color to the screen.
		///////////////////////////////////////////////////////////////////
		void DrawLine(int nX1, int nY1, int nX2, int nY2, unsigned char ucRed = 255, unsigned char ucGreen = 255, unsigned char ucBlue = 255);

		///////////////////////////////////////////////////////////////////
		//	Function:			"DrawText"
		//
		//	Last Modified:		5/25/2006
		//
		//	Input:		lpzText		The text to draw to the screen.
		//				nX			The x position to draw the text at.
		//				nY			The y position to draw the text at.
		//				ucRed		The amount of red to draw the text with (0-255).
		//				ucGreen		The amount of green to draw the text with (0-255).
		//				ucBlue		The amount of blue to draw the text with (0-255).
		//
		//	Return:		void
		//
		//	Purpose:	Draws text to the screen with a given color.
		///////////////////////////////////////////////////////////////////
		void DrawText(char *lpzText, int nX, int nY, unsigned char ucRed = 255, unsigned char ucGreen = 255, unsigned char ucBlue = 255);
};
